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Author Topic: Solazy's Barracks, Outpost, and Ranch  (Read 15069 times)
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CKorfmann
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« on: February 14, 2011, 11:27:54 am »

Three components of the Solazy expansion that allow for followers placed directly on these tiles to increase their strength by +1 (regular follower =2, large =3) for their respective feature. 

Barracks = Cities
Outpost = Roads
Ranch = Farms

There could be two of each to make a nice six tile expansion.  Should we keep the same artwork or change it?  I don't think it wold be necessary, though there are only one each of the Barracks and Ranch.  If there were to be two, it might be nice to have a little variety in aesthetics and configuration.  I'm quite satisfied with the four tiles the way they are.  Anyone interested in doing this art?

Should we change the name of Outpost so as not to have it confused with Novelty's Outposts expansion.  I'm in favor of doing so, but am at a loss as to what to suggest.  Anyone have any ideas? 

Original work HERE.
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« Reply #1 on: February 14, 2011, 12:31:23 pm »

Mechanics aside, my concern with the outposts is that they're not thematically appropriate. The barracks increase the power of a knight: makes sense. The outpost (a military/police themed tile) increases the power of a thief: doesn't make sense. I think a better tile for that mechanic would be the 'woods+buildings' tile, representing an area where thieves can more effectively set up an ambush.

I'm not sold on the ranch tile, either... it's a little busy, and looks too much like the two official pig farm tiles. (In fact, I'd favour this mechanic over the pig farm mechanic from The River II, using the pig farm tiles from R2 and GQ11.)
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CKorfmann
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« Reply #2 on: February 14, 2011, 12:51:34 pm »

I see what you mean about the outposts.  I guess I didn't think through it all the way.  Maybe the thieves woods (also in the document) would be better using the same idea/mechanic. 

I disagree on the Ranch though, I like the tile.  It is similar to the pig herd, but I think also an appropriate function as is.  I could also see arguing for switching the mechanics of the two, but since the Pig Herd is official, I don't want to mess with it.

The purpose of these is to provide the same mechanic in all three features, not unlike what HiG does with Cathedrals and Inns w/ Lakes or that Wells is designed to do with roads that pennants do for cities.  Solazy introduces a similar Inn mechanic for Cloisters with the Stone Circles, but for me, theme is a factor here as well.  I can see it for Cult Places, but not Cloisters.  Maybe there is a more appropriate bonus feature that could do the same for a Cloister.
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« Reply #3 on: February 14, 2011, 03:18:23 pm »

We did attempt to integrate this into the collaborative Roman Expansion with 2 each of these three features but given we havent' been able to get any real graphics done for that which can really match and this was solazy's thing first I'd just as soon take that back out of the Roman and make a good looking set for these as they are.  I think 2 each is good, with different tile arragnements.  How is the print quality on these tiles when it comes to matching existing official tiles?
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CKorfmann
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« Reply #4 on: February 14, 2011, 03:35:39 pm »

How is the print quality on these tiles when it comes to matching existing official tiles?

Hard to tell, mine typically come out rather dull, but these are comparable in quality.  So far I've only printed the Ranch, Coliseum, and Smuggler's Tunnel though.

I was going to put up the Coliseum too, but remembered it was included in the Roman expansion and I think it belongs there.  It would be good to finish it up too.  The art is of good quality, but I agree that we should try to match the style as much as possible.
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« Reply #5 on: February 14, 2011, 10:56:26 pm »

a 'way station' for thieves?
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« Reply #6 on: February 15, 2011, 01:32:21 pm »

You can call it the "Thieves Den".
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CKorfmann
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« Reply #7 on: February 15, 2011, 02:24:13 pm »

I like Thieves Den, either that or Thieves Woods as is listed already.
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« Reply #8 on: February 15, 2011, 02:47:50 pm »

Are we thinking of packaging these 6 on their own or are we looking to make a nice 12 tile set inspired by solazy that would be these, villages and/or any others?  Just out of curiosity.   I love the look of his barracks but it is rather dark.  Don't know if I could recreate it any better though.   I may try fiddling with my less then impressive skills and make a set that can at least be consistent and hopefully reasonable print quality.
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CKorfmann
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« Reply #9 on: February 15, 2011, 02:49:52 pm »

I'm inclined to keep them seperate and group them by theme, but I could be persuaded either way.
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« Reply #10 on: February 15, 2011, 03:34:26 pm »

I dont mind 6 tile expansions at all.  For sake of printing it can be nice though to have a single full sheet. 

I'm inclined to keep them seperate and group them by theme, but I could be persuaded either way.

When you say group them do you mean this with some others ala the Mideival Expansion?  What would you say the theme is per say?
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CKorfmann
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« Reply #11 on: February 15, 2011, 03:55:08 pm »

I dont mind 6 tile expansions at all.  For sake of printing it can be nice though to have a single full sheet.
Usually, I just put a bunch of sets together (or rather someone does it for me as I'm technically impared) into whatever 20 tiles will fit on a page and print them all at once so as to use as much of a sticker page as possible.  Some expansions are limited to six simply because 12 is too many.  I think that's the case with this one

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When you say group them do you mean this with some others ala the Mideival Expansion?  What would you say the theme is per say?
Often times I think the only theme necessary is a similar mechanic.  The fact that these tiles function the same way for their related features creates a theme on it's own.  Other times though, an aesthetic or historically based theme brings several different mechanics together.  I would count the Mideival and Roman Influence expansions in that (loosely defined) category. 
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« Reply #12 on: February 15, 2011, 03:58:45 pm »

That makes sense.
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« Reply #13 on: February 15, 2011, 04:32:14 pm »

I actually think 6 is too few with this one. The mechanic (most exciting when used to horn in on someone's valuable feature) has totally grown on me, and I feel like I'd want more than a couple times to try it (especially given how many 'dividing' tiles there are now to defend against this). My preferred amount would be four of each, but I could also see making more Thieves' Den/Woods tiles to make fighting for roads more desirable; in that case, maybe a 3/6/3 split would be better.

(And just as an aside, man, you guys have some great ideas.)
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CKorfmann
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« Reply #14 on: February 15, 2011, 10:32:46 pm »

(And just as an aside, man, you guys have some great ideas.)

Ah shucks...  Wait, am I included in that?  Undecided

I think more than six is far too many.  How many farms are you really going to try to get into in a game, even with 200 tiles?  One, maybe two at the most, I think.  The same goes with cities, though arguably there could be a few more.  Roads though?  There might be one road I'd be worried about taking away from someone in a game.  I can't imagine many more than that.  Not to mention that you've still got your big follower that can be used multiple times (if you're good).  The knuckle-biting, teeth-grinding tention of waiting for that one tile to get you in (or keep him out) would be lost too, to some degree.  I suppose it could simply be pared down to ones liking, but I can't really see myself playing with that many.  I don't think I'd want to play with more than one each unless I was playing with 300+ tiles. 
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